_______
/ Aang /
------
Our hero and the Avatar in question. Aang is 112 years old... though
only due to a technicality. While running away from the Air Temple he
grew up in, he and Appa were caught in a storm. After being downed,
Aang went into the Avatar State and surrounded the two of them in a
honkin' chunk of ice. A hundred years later, Sokka and Katara ran
across him. Now Aang must continue what he should have started all that
time ago - master all four elements and put a stop to the Fire Lord's
plans to dominate the lands.
AIR STRIKE: Your regular attack - hitting stuff with your staff
AIR BLAST: This lets Aang send out a burst of air to move things.
AIR VENT: Primarily used to flip over crates and minibosses.
_________
/ Katara /
--------
A Waterbender hailing from the South Pole, Katara and her brother were
the ones who found (and subsequently awakened) Aang. Together, they've
travelled the lands, helped each other learn Waterbending, and helped
stop a siege on the waterbending tribe at the North Pole.
WATER WHIP: Lash out with a whip-like burst of water.
WATER SHIFT: Katara can transport water from one source to the next,
as long as it's within range.
ICE BRIDGE: What you'll use the most. Lets you form ice bridges to
cross water.
HEAL: When everyone's blue meters are full, Katara can heal everyone.
________
/ Sokka /
-------
Useless and/or a pimp, whichever side of the fence you sit on. Sokka
serves as the comedy relieve and secondary angst target. Whenever he
isn't failing with the womens, he's usually falling off of cliffs. In
this game, however, Sokka actually proves himself useful for a change.
BOOMERANG: Sokka flings his boomerang out, which can hit switches and
stun enemies.
CIRCLE THROW: Lets you fling the boomerang in a circular motion.
CLUB: Sokka SMASH!
BOMB: Who does he think he is? Link? Who gave SOKKA -bombs-?!
_______
/ Toph /
-------
Rock Loli and Aang's Earthbending teacher... Toph is not in this game.
A fact that saddens and annoys me. Instead, you get Haru. Yes, the same
one who got his ass imprisoned by the Fire Nation and had to be rescued.
I don't like it any more than you do.
* BOSS GUIDE
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01) FIRE CLAW -- Waterbending Village
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This baddie is mounted into the path by two huge claws and has a penchant for
shooting fireballs at the party. Use Sokka's Boomerang to dislodge its claws
from the ice, then when it's flashing white (such a vulnerable color!), use
the Avatar's Air Strike skill to slap it around. This thing can eat a lot of
attacks, so it shouldn't take Aang more than three go-'rounds to turn this
automaton into scrap.
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02) BOMB SAMURAI -- Fire Nation Prison
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He'll throw bombs in the center of the room and the third one will be a larger
one and take longer to detonate. Air Blast it into him to make him see stars,
then Air Strike him to deal the real damage. After the first successful Air
Strike on him, he throws more bombs than usual before you can attack him again,
but the strategy remains the same.
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03) CONSUL OF OMASHU -- Omashu Palace Secret Exit
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The Consul will stand on the center rock and make rock spires come up under the
party, trailing them. He'll also send big, washer-type rocks at the party, with
increasing effect as he's damaged. When he tries to crush the party with the
large rock, lure him onto a vent and use Air Vent to knock him off. Hit him at
this time (preferably with the club, which does more damage than Air Strike).
He'll then begin running around the center platform. Since he always stays at
the side you're not on, you can "control" his movements some. Use Sokka's
Circle Throw skill and lure him into its path; when he's hit, he's vulnerable.
Repeat as necessary.
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04) FIRE CLAW -- Four Paw Island Sacred Caverns
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This guy's back again for more punishment. Hit the left claw normally and use
the Circle Throw boomerang to dislodge his other claw. You'll have to aim well
for this one, but you can accomplish it easier by finding the nearest "swirly"
mark on the stones and throwing from there. When both claws are unhooked, use
the Club/Air Strike to deal some damage. Repeat as necessary.
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05) DUAL DRILL TANK -- Four Paw Island Sacred Caverns
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This tank corners Aang by his lonesome, so you'll have to make do. Dodge the
drills -- which come from one wall initially, and then from two later on -- and
wait for the two main drills to fire left into the wall. This dislodges some of
the rocks; Air Blast 'em into the drill to make it back up.
As it backs up, in the north, there is a little alcove Aang can High Jump into.
Quickly vault up there and get on top of the tank and use Air Vent on its top,
which sends it reeling. Three Air Vents does the trick.
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06) DUAL DRILL TANK -- Fire Nation Fortress
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You'll have to outrun this thing to "win," and dilly-dallying means you die!
Hit the switch and head around through the gate.
[PUZZLE #1]
Air Blast the spiked container north and flip it over. Air Blast it east, Ice
Bridge across the water, then fill up the container and exit right. Continue
to...
[PUZZLE #2]
You're lucky time "stops" while you IceBridge, huh? Either way, make a zig-zag
path near the spiked container and cross. Make an Ice Bridge up the thin line
of water by the spiked container and quickly Air Blast it across onto the pad.
Now, posthaste, IceBridge across (right) from the southern part to the opened
gate.
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07) DUAL DRILL TANK (Pt. II) -- Fire Nation Fortress
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This boss is back for a chase. Remember: hitting its spinning drills kills all
party members. Hit the switch with the boomerang and go left.
[PUZZLE #1]
Ice Bridge the water between the broken dock so it forms a perfect 2x4 path.
Air Blast the spiked container south, right, up, then right across to the
switch. Waterbend into it and the switch depresses, letting you continue right
into...
[PUZZLE #2]
Push the water container up once and continue right. This buys you some time.
As you run, switch to Sokka.
[PUZZLE #3]
Bomb the boulder and club the three, then quickly switch to Aang and Air Blast
the eastern upside-down crate onto the Air Vent. Waterbend the water from the
spiked crate into the empty one, then Air Blast it north. QUICKLY go down to
the water's southern edge and do a "L"-shaped block rotated 90 degrees
clockwise and pull it. You can actually pull it as the drill comes and still
beat it, so don't worry (I think the game goes a little slower then). Pull it
east until it's on the switch and hightail it through the gate. Congrats, the
drill is now history and you can put it behind you.
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08) MAKER'S AVATAR -- Fire Nation Fortrss
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If even one person dies here, it's game over -- try to go slow and steady!
The turn order is always Aang --> Katara --> Sokka, and when one finishes their
section of the beast, they're skipped. Aang is the last person.
[AANG'S PORTION]
This bad boy is an elemental control center, and can shoot fire and ice beams
at you. One side arcs towards you, then the other side arcs towards you, then
they do a combined attack -- stay in the middle for the former. To defeat the
furnace part, use Aang to Air Blast into its open "mouth" pipe. In fact, you
can keep Air Blasting into it during all attacks but the fireball it shoots
from its furnace (at least for the first part). After awhile, its boilerplate
covers the furnace and you'll switch to Katara.
After enough damage, the arcs will shoot farther across the screen -- take
refuge in the lower left and right corners. When Aang's part is the only one
left, the beams will move in an arcing fashion in tandem -- dodge it like you
have been doing and watch out, folks. Also, it will make an "X" with the beam
duo in the middle of the screen, so stick to the extreme side of either wall
to dodge.
[KATARA'S PORTION]
Katara will have a continuous air blast on her, pushing her left. You'll need
to go right, dodging the rocks tosses at you (easily dodged) and make an Ice
Bridge towards it fiery exhaust pipe. Water Whip it and you'll switch to her
brother.
After enough damage, two rocks will fall in a pattern. Move all the way to
the bottom, all the way to the top, then middle and make the Ice Bridge. Wait
for the opening and Water Whip the exhaust pipe to switch off. Katara's part
ends when the pipe crumples inward.
[SOKKA'S PORTION}
Boomerang the closed exhaust pipe here and dodge the simplistic falling
boulder set: three on top, three on middle, three on bottom. After enough
damage, you'll switch back to Aang.
After enough damage, the boulders fall in a pattern that circles the peremeter
of the small field Sokka occupies. Still easy to dodge. Sokka's portion ends
when the closed pipe crumples inward.
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